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Revision as of 15:35, 22 February 2020
- For expanded game terms, see Terminology (Legends of Runeterra).
Advance · Attach · Blade Dance · Capture · Discard · Drain · Draw · Invoke · Manifest · Nab · Obliterate · Predict · Rally · Recall · Reforge · Revive · Toss | ||
Attack · Behold · Block · Death · Deep · Enlightened · Level Up · File:False Play · See · Slay · Strike · Strongest · Summon · Weakest | ||
Allegiance · Attack · Aura · Block · Countdown · Daybreak · Imbue · Last Breath · Nexus Strike · Nightfall · File:False Play · Plunder · Reputation · Round End · Round Start · Strike · Summon · Support | ||
Attune · Augment · Barrier · Brash · Challenger · Deep · Elusive · Ephemeral · Fated · Fearsome · Fleeting · Formidable · Frostbite · Fury · Hallowed · Immobile ( Can't Attack, Can't Block) · Impact · Lifesteal · Lurk · Overwhelm · Quick Attack ( Double Attack) · Regeneration · Scout · Silence · SpellShield · Stun · Tough · Vulnerable |
Allegiance
When a Unit with Allegiance is summoned, if the top card of the allied deck matches its region, it triggers its Allegiance effect.
There is no indicator to know if this effect has a chance to trigger.
Attack
Effects with the Attack Vocab will trigger immediately when an attack is committed. Attack effects are resolved from left to right, at the same time as Support effects.
If the player has an Attack Token, an attack can be declared by dragging up to 6 units that are on the player's bench into the Battlefield, and then it can be committed by pressing the Button, consuming the Token. This can not be done if there is an active spell stack, although a fast spell can start a spell stack on the same turn an attack is declared. After the attack is declared, the player on defense can declare units to block, and/or what Spells to cast, if any.
Battling units strike each other or the Nexus, depending on whether there is a unit across from them or not. If the attacking unit's blocker is removed from the battlefield before they attack and the attacker doesn't have Overwhelm, they don't strike.
If an attacking unit is attempted to be summoned and there's already 6 attackers, it is Obliterated. After a player's attack is finished, it is the other player's turn to act.
Effects that are said to trigger when a unit 'attacks' trigger when the Attack is committed.
Aura
A continuous effect that applies as long as the source card is on the board. Unless specified otherwise (e.g. in reference to mana cost), its effect only applies to units on the board.
Other effects can be applied over Auras. The Nexus can also be the source of a permanent Aura. They wear off if the Nexus is destroyed.
Barrier
When a unit with Barrier is summoned, it's actually grant itself a (for each Barrier it has) that reduces the next instance of single damage would take to 0. Obliterated and Killing bypass this effect. Removed after take effect, OR at Round End.
A unit can have many Barriers, but the effect does NOT stack, they only take effect ONCE. When a unit with Barrier is summoned, or gain another Barrier will be counted as gaining a new Barrier, for cards like 4Shen or 1 Greenglade Caretaker (one for each Barrier it has).
Drain and Lifesteal don't heal on Barrier unit. Barrier units only negate the Overwhelm damage equal its health.
When Barrier take effect, that unit is considered as survive.
If multiple spells or skills interact, SpellShield will take effect before Barrier.
Type | Static | |
---|---|---|
Status | Positive | |
Generatable | No | |
Transferable | Yes | |
Notes |
Barrier only transfers if it’s active on the originating card. |
Burst
Burst spells resolve instantaneously after being committed.
They can be committed at any time during the user's turn. They are added to the stack, but resolve instantaneously during the turn they are committed, so functionally aren't. They commit as soon as any required targets/choices are declared.
- Skills can appear to be Burst, but they are responded to the same as fast spells.
- Burst is the only type of card that can be on the 10th position on the Spell Stack.
Can't Block
Can't Block units cannot be declared as Blockers (dragging the unit into the blocking position).
But they can still be forced to block by Challenged, or by swapping with the committed blockers, using card effects like 2 Syncopation.
Type | Static | |
---|---|---|
Status | Negative | |
Generatable | No | |
Transferable | No |
Capture
Capture is the action of a unit completely removing another unit or landmark from the game. The capturing unit is called the Captor.
When the Captor leaves the field, either by Recall, Kill, Obliterate, Replace, or another Capture, the Captured unit or landmark will be summoned to the field, with no buffs/debuffs and damage on it.
Silencing a Captor will not release Captured units or landmarks, which means they are removed permanently.
Captured units or landmarks are not affected by everywhere effects, and cannot be Revived.
One Captor can Capture multiple units or landmarks. If an effect creates exact copies of the Captor, the first Captor that leaves the field will release the Captured unit or landmark, no matter if it was the original or a copy. The remaining copies of the Captor will still keep the Capture icon, but it will have no effect.
Challenger
Challenging: A unit Challenging another is it forcing the other to commit a block against it, even if it wouldn't be able to block it normally (eg. Can't Block). The player whose unit was Challenged cannot change what unit the Challenged unit is blocking through normal means, though it can be forced out of that position through effects such as Swapping and Stunning.
Challenger: When declaring an attack, with, the player can choose which enemies allies with Challenger will Challenge when the attack is committed, by dragging them into the blocking position.
Type | Static | |
---|---|---|
Status | Positive | |
Generatable | Yes | |
Transferable | Yes |
Death
When a unit is reduced to 0 Health or is otherwise killed, it is removed from play.
Effects that specifically kill a unit go through Barrier.
Killed units are added to a list of units that have died in the game, which the game interacts with in various ways. Multiple copies of a unit can be on this list.
A unit killing another refers to it reducing another's Health to 0 with a Strike or with its own card text.
Skills generated by the text don't count as the same card and therefore do not count as killing for this purpose. See Skill.
Discard
Discard is the act of completely removing a card from the hand. With units, this is not considered died (so cannot be revived).
If not specified, the player performing the discard action will select the card in their hand. Discarded cards will be revealed to your opponent.
Some cards have an effect that activates when discarded.
If a card discards a unit that has the effect of summoning itself upon discard (like 2 Flame Chompers!), removing that unit does NOT cause the effect to be fizzled.
Double Attack
Double Attack allows a unit to Strike twice when attacking — the first being a quick attack, the second occurring at the same time the blocking unit strikes.
Type | Static | |
---|---|---|
Status | Positive | |
Generatable | No | |
Transferable | Yes |
Drain
Deal a certain amount of damage to target and heal the allied Nexus by the same amount.
Barrier and Blockade completely render Healing ineffective, but the excess damage of Overwhelm still works normally (in case the damage is greater than health).
Tough will reduce the amount of health recovered by 1.
Some effects like "Drain X to do something", which won't fizzle even if it doesn't deal any damage.
Draw
Drawing a card takes it from a deck or hand and adds it to the right side of a player's hand. Unless specified, the card drawn is the one on top of the allied deck and it is added to the right of the allied hand.
- Normally, at the start of the game, after the Mulligan, both players Draw 1. At the start of every round after that, after Round Start effects, both players draw 1.
- If the player already has 10 cards in hand, any cards attempted to be drawn to their hand are shown to both players and are obliterated.
- If the card being drawn is known to both players (eg. drawn from the enemy hand), then it is visible to both players.
- If a player attempts to draw a card from their deck when it has 0 cards (A deck out), the player loses the game. If both players deck out simultaneously, a tie can occur.
Elusive
Units with Elusive can only be blocked by another Elusive unit, or a unit with the effect "I can block units with Elusive".
Non-Elusive units can be forced to block Elusive units by effects that force them to block.
Type | Static | |
---|---|---|
Status | Positive | |
Generatable | Yes | |
Transferable | Yes |
Enlightened
While a player has 10 maximum mana, they're Enlightened.
If a player's mana gem get destroyed after having 10, they are not Enlightened until they have 10 mana gem again.
When a player is Enlightened, their units with Vocab Enlightened gain their effect, including when in deck or hand.
Ephemeral
When on the board, units with Ephemeral will die after they strike or the round ends. Ephemeral is not removed if the unit survives.
Ephemeral units dying to the keyword's effect are not slain. If they would die to a strike, they die to that instead of Ephemeral.
Type | Static | |
---|---|---|
Status | Negative | |
Generatable | No | |
Transferable | No |
Fast
Fast spells can be played at any time during the user's turn (including during combat and while there's spells on the Stack), multiple can be played in a turn in any order, and they can be played alongside a Slow spell, though they have to be above it on the stack. Fast spells allow the opponent to respond with their own spells.
Fast spells committed while attacking are responded to (for the first response) at the same time as blockers are committed. Further responses happen using normal Spell Stack rules, and then the spells resolve just before the units in combat strike.
Fearsome
Units with Fearsome cannot have Blocks declared against them using units with 2 or less Power.
Units with 2 or less Power can be forced to block Fearsome units by effects that force them to block.
Type | Static | |
---|---|---|
Status | Positive | |
Generatable | Yes | |
Transferable | Yes |
Fleeting
Cards with Fleeting discard when the round ends.
Fleeting is removed from a unit when it is summoned.
PENDING FOR TEST: How does this interact with spells? Do they need to be played, or resolve? Test with 1 Spell Thief.
Type | Static | |
---|---|---|
Status | Negative | |
Generatable | No | |
Transferable | No |
Frostbite
Until the Round End, give an Unit Frostbitten and a buff "-X|-0", with X equal to that unit's Power. Power changes can still be applied on-top of this effect.
A unit that has been Frostbitten can still get Frostbite again, and be counted towards a new Frostbite. Frostbite is used as a verb to refer to having/giving the keyword (eg. "Frostbite a unit")
Type | Static | |
---|---|---|
Status | Negative | |
Generatable | No | |
Transferable | No |
Imbue
These abilities trigger when an allied spell is played.
In the case of Imbue effects tied to a unit on the board (eg. When I See you play a spell), the Imbue icon () will be visible on the card alongside other active keywords.
Last Breath
Last Breath effects trigger when the unit with them dies.
Level Up
Level Up is a keyword that causes a champion card to transform into another card instantly, playing an animation, keeping all effects applied to it and damage taken and counting as the same unit.
Each Level Up has a corresponding trigger condition and the transformation occurs instantly when the condition is met and a copy of the card is in play, and sometimes another specified effect will occur simultaneously.
For example, a Champion with Level Up: I have attacked twice. When I level up, create x card in hand.
would Level Up after a copy of it commits a second attack, and it would create x card in hand instantly.
The transformation persists for the remainder of the game. All collectible champions possess this keyword and most will only level up once. Champions that have their level up conditions met when not in play will appear to be levelled up in the Popup that appears when the deck is clicked, but will not actually level up until brought into play.
Lifesteal
Damage Lifesteal units deal heals the Nexus of the player controlling it by the amount of damage it deals, including: Strike; Impact it has when survived; and its own non- Last Breath effects. Damaging Skills do not trigger Lifesteal's heal, despite the damage being considered being dealt by the unit itself for purpose of other effects such as Level Up.
Barrier and Blockade completely render Lifesteal ineffective, but the excess damage of Overwhelm still works normally (if the damage is greater than health).
Tough will reduce the amount of health recovered by 1.
Type | Static | |
---|---|---|
Status | Positive | |
Generatable | Yes | |
Transferable | Yes |
Nexus Strike
Units with Nexus Strike effects trigger them when they strike the enemy Nexus.
Obliterate
Completely remove specified copies of cards and their attachments from the current game.
When cards are obliterated from either player's deck or hand, they are shown to both of them.
Obliterated units are not considered dead or to have died.
Overwhelm
When a unit with Overwhelm is attacking or when a spell with Overwhelm is dealing damage, if the dealing damage exceeds the blocker unit's Health, the excess damage goes to the Nexus and it is called Overwhelm damage.
Tough reduces Overwhelm damage by 1. If the blocker is gone, all the damage goes through to the Nexus.
Effects that adjust damage dealt like 8 The Dreadway is applied on Overwhelm unit's Power, NOT the Overwhelm damage (except 4 Shiraza the Blade will apply Overwhelm damage). Effects that adjust damage taken like Barrier or Blockade do not affect Overwhelm damage calculation.
Overwhelm damage will apply Lifesteal as well as activate Nexus Strike and Plunder if dealing at least 1 Overwhelm damage.
Type | Static | |
---|---|---|
Status | Positive | |
Generatable | Yes | |
Transferable | Yes |
Play
Play is the act of DRAGGING a card from your hand to the board.
With unit, the player can choose whether or not to activate the Play effect on the card. Summoning from the hand via the effect (like 8 Abominable Guardian), will NOT able to active the Play effect.
Except Burst and Focus spells will be Played and resolve immediately, the Fast, Slow spells and Skills will be counted as Play as soon as added to the Spell stack.
There are some cards with the description "To play, do something" that need to satisfy the action do something in order to be Played, like 2 Navori Conspirator. Similarly, some spells need to satisfy some other conditions in order to be Played, like Behold, Plunder, or just a specified condition like 3 Fresh Offerings.
With units or landmarks, "To play" units will be counted as Summoned FIRST of all. Play units will be counted as Summoned AFTER its Play effects.
If your bench is full, you still able to Play another unit or landmark, but you need to Replace one of your units or landmarks. You choose Play target first, if any, then choose target would be Replaced.
Quick Attack
Quick Attack allows a unit to strike before the unit blocking it does when attacking.
Type | Static | |
---|---|---|
Status | Positive | |
Generatable | Yes | |
Transferable | Yes |
Rally
If the player doesn't have an attack token, they gain one.
Recall
Return a Unit or Landmark to hand and remove all effects applied to it (even everywhere).
Cards that are in hand due to a Recall effect are revealed, visible to the opponent.
Does not undo card transformations and replacements.
If the player already has 10 cards in their hand, the card(s) will be obliterated.
Regeneration
Units with Regeneration heal back to their current maximum health every Round End.
Type | Static | |
---|---|---|
Status | Positive | |
Generatable | Yes | |
Transferable | Yes |
Revive
A copy of a card that has died previously is summoned.
See
A unit sees an action happen if it is on the board when it happens.
Silence
A silenced Unit has all card text, keywords, and any buff effects removed.
New effects can still be applied to a Silenced unit. Aura effects (from another source) will re-applied to the Silenced unit . The Unit Groups and names are preserved - it still counts as a copy of a unit and member of the group.
Type | Static | |
---|---|---|
Status | Negative | |
Generatable | No | |
Transferable | No |
Skill
A spell-like card that can be committed by a unit. Goes on the Spell Stack like a Fast or Slow spell.
Skills are committed to enact a unit's card text in a way that can be reacted to. If card text creates a Skill, there will usually be an icon before the text to indicate this.
The text of skills is usually written as if it's on the unit itself, but they count as their own card. In particular, damage dealt by a skill is not dealt by the generating unit.
Slow
Slow spells can only be played outside of combat and when there's nothing on the Spell Stack. Only one Slow spell can be played in a turn, but any number of Fast spells can be declared during the same turn. Slow spells can only be on the first place on the Stack. The opponent can respond with their own spells following the rules of the Spell Stack.
Strike
A striking unit attempts to deal damage to its target using its power (or Health if it's Formidable). A non- Formidable unit with 0 power does not strike when commanded to do so.
Strike effects occur when a unit strikes anything, Nexus or Unit.
The strike itself (and any effects that are triggered on the strike, including Nexus Strike on Overwhelm and Lifesteal) will resolve BEFORE any of the resulting effects (often "kill" or death effects such as Last Breath). However, strike effects do not trigger if the unit is obliterated after striking.
Strongest
Highest Power, with ties broken by highest Health then highest Cost. If a tie cannot be resolved, cards will be targeted based on a hidden serialized id given to it upon being played[1].
If cards that are not visible are being checked, their original values will be considered. 3Kalista Level 2's effect, for example.
For effects of the same kind, when interacting with the OPPONENT'S Strongest units, units that already interacted or satisfied the interaction will be ignored, other units will be interacted instead (2nd Strongest unit, then 3rd Strongest unit,...). Once all units have been interacted, the effect will begin to recalculate, and the above rule will no longer apply.
- Multiple 5Quinn Level 2 will not summon 2 Valors Challenging the same Strongest enemy unit. Additional Valors will instead Challenge the next Strongest enemy unit not being Challenged already, if any.
- Similarly, with 8 Ice Pillar and 2 Hired Gun, Vulnerable will be given or granted to the Strongest enemy unit, if any, that is not already Vulnerable.
Stun
Units that have Stun ('are stunned') cannot have attacks or blocks declared with them. Granting a unit Stun ('stunning it') removes it from combat, even if they were challenged before. You can, however, challenge a unit previously stunned. Stun lasts until Round End.
A unit that is Stunned can be Stunned again, and is counted as being Stunned again.
Type | Static | |
---|---|---|
Status | Negative | |
Generatable | No | |
Transferable | No |
Summon
Brings a unit or landmark onto the board.
Support
Units with Support trigger an effect when they attack if there is an ally positioned to their right (this ally is referred to as the "supported ally" in card text). Support effects are resolved from left to right, at the same time as Attack effects.
Units that are summoned attacking at the same time as the attack is committed with the unit with Support can trigger Support effects.
Tough
Takes 1 less damage from all sources.
Tough effect is calculated after the Barrier effect. Negating all damage taken using Tough will still count as surviving damage. Technically, the attackers deal 1 less damage, for other purposes.
Type | Static | |
---|---|---|
Status | Positive | |
Generatable | Yes | |
Transferable | Yes |
Trap
Traps can be planted on a card in a deck, trapping it. When a player draws a trapped card, the trap's effect triggers for that player. A card can have multiple traps on it.
Traps cannot be played directly, only planted by other cards.
Trigger
When a condition is met, an effect is triggered instantly.
In the case of ongoing triggers tied to a unit on the board (eg. Round Start, 'When I see you do X', etc.), the Trigger icon () will be visible on the card alongside other active keywords.
Weakest
Lowest Power, with ties broken by lowest Health then lowest Cost. If a tie cannot be resolved, cards will be targeted based on a hidden serialized id given to it upon being played[2].
If cards that are not visible are being targeted, then the original values of the card will be what's checked.
For effects of the same kind, when interacting with the OPPONENT'S Weakest units, units that already interacted or satisfied the interaction will be ignored, other units will be interacted instead (2nd Weakest unit, then 3rd Weakest unit,...). Once all units have been interacted, the effect will begin to recalculate, and the above rule will no longer apply.
- Multiple 6 Minotaur Reckoner will not Stun the same unit. The Minotaur Reckoners will in turn Stun the units in the order of 1st Weakest unit, 2nd Weakest unit, and so on. But if the enemy unit has less than Minotaur Reckoners, then the Minotaur Reckoners that exceeds will Stun the same 1st Weakest unit.
- Because 5 Eye of the Ra-Horak and 6 Minotaur Reckoner has the same effect, the unit or landmark that is activated later, will not Stun the 1st Weakest unit, but a 2nd Weakest unit (if any).